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mcl_villages = { }
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local chance_per_chunk = 100
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local chunk_offset_top = 16
local chunk_offset_bottom = 3
local max_height_difference = 12
local minp_min = - 64
local noise_multiplier = 1
local random_offset = 1
local random_multiply = 19
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local struct_threshold = chance_per_chunk
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local noise_params = {
offset = 0 ,
scale = 2 ,
spread = {
x = mcl_mapgen.CS_NODES * chance_per_chunk ,
y = mcl_mapgen.CS_NODES * chance_per_chunk ,
z = mcl_mapgen.CS_NODES * chance_per_chunk ,
} ,
seed = 842458 ,
octaves = 2 ,
persistence = 0.5 ,
}
local perlin_noise
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local modname = minetest.get_current_modname ( )
local modpath = minetest.get_modpath ( modname )
local S = minetest.get_translator ( modname )
local basic_pseudobiome_villages = minetest.settings : get_bool ( " basic_pseudobiome_villages " , true )
local schem_path = modpath .. " /schematics/ "
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local schematic_table = {
{ name = " large_house " , mts = schem_path .. " large_house.mts " , max_num = 0.08 , rplc = basic_pseudobiome_villages } ,
{ name = " blacksmith " , mts = schem_path .. " blacksmith.mts " , max_num = 0.055 , rplc = basic_pseudobiome_villages } ,
{ name = " butcher " , mts = schem_path .. " butcher.mts " , max_num = 0.03 , rplc = basic_pseudobiome_villages } ,
{ name = " church " , mts = schem_path .. " church.mts " , max_num = 0.04 , rplc = basic_pseudobiome_villages } ,
{ name = " farm " , mts = schem_path .. " farm.mts " , max_num = 0.1 , rplc = basic_pseudobiome_villages } ,
{ name = " lamp " , mts = schem_path .. " lamp.mts " , max_num = 0.1 , rplc = false } ,
{ name = " library " , mts = schem_path .. " library.mts " , max_num = 0.04 , rplc = basic_pseudobiome_villages } ,
{ name = " medium_house " , mts = schem_path .. " medium_house.mts " , max_num = 0.08 , rplc = basic_pseudobiome_villages } ,
{ name = " small_house " , mts = schem_path .. " small_house.mts " , max_num = 0.7 , rplc = basic_pseudobiome_villages } ,
{ name = " tavern " , mts = schem_path .. " tavern.mts " , max_num = 0.050 , rplc = basic_pseudobiome_villages } ,
{ name = " well " , mts = schem_path .. " well.mts " , max_num = 0.045 , rplc = basic_pseudobiome_villages } ,
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}
local surface_mat = {
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[ " mcl_core:dirt_with_dry_grass " ] = { top = " mcl_core:dirt " , bottom = " mcl_core:stone " } ,
[ " mcl_core:dirt_with_grass " ] = { top = " mcl_core:dirt " , bottom = " mcl_core:stone " } ,
[ " mcl_core:dirt_with_grass_snow " ] = { top = " mcl_core:dirt " , bottom = " mcl_core:stone " } ,
[ " mcl_core:podzol " ] = { top = " mcl_core:podzol " , bottom = " mcl_core:stone " } ,
[ " mcl_core:redsand " ] = { top = " mcl_core:redsand " , bottom = " mcl_core:redsandstone " } ,
[ " mcl_core:sand " ] = { top = " mcl_core:sand " , bottom = " mcl_core:sandstone " } ,
[ " mcl_core:snow " ] = { top = " mcl_core:dirt " , bottom = " mcl_core:stone " } ,
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}
local storage = minetest.get_mod_storage ( )
local villages = minetest.deserialize ( storage : get_string ( " villages " ) or " return {} " ) or { }
local minetest_get_spawn_level = minetest.get_spawn_level
local minetest_get_node = minetest.get_node
local minetest_find_nodes_in_area = minetest.find_nodes_in_area
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local minetest_get_perlin = minetest.get_perlin
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local math_pi = math.pi
local math_cos = math.cos
local math_sin = math.sin
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local math_min = math.min
local math_max = math.max
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local math_floor = math.floor
local math_ceil = math.ceil
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local string_find = string.find
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local minetest_swap_node = minetest.swap_node
local minetest_registered_nodes = minetest.registered_nodes
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local minetest_bulk_set_node = minetest.bulk_set_node
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local air_offset = chunk_offset_top - 1
local ground_offset = chunk_offset_bottom + 1
local surface_search_list = { }
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for k , _ in pairs ( surface_mat ) do
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table.insert ( surface_search_list , k )
end
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local function math_round ( x )
return ( x < 0 ) and math_ceil ( x - 0.5 ) or math_floor ( x + 0.5 )
end
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local function find_surface ( pos , minp , maxp )
local x , z = pos.x , pos.z
local y_top = maxp.y
local y_max = y_top - air_offset
if # minetest_find_nodes_in_area ( { x = x , y = y_max , z = z } , { x = x , y = y_top , z = z } , " air " ) < chunk_offset_top then return end
y_max = y_max - 1
local y_bottom = minp.y
local y_min = y_bottom + chunk_offset_bottom
local nodes = minetest_find_nodes_in_area ( { x = x , y = y_min , z = z } , { x = x , y = y_max , z = z } , surface_search_list )
for _ , surface_pos in pairs ( nodes ) do
local node_name_from_above = minetest_get_node ( { x = surface_pos.x , y = surface_pos.y + 1 , z = surface_pos.z } ) . name
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if string_find ( node_name_from_above , " air " )
or string_find ( node_name_from_above , " snow " )
or string_find ( node_name_from_above , " fern " )
or string_find ( node_name_from_above , " flower " )
or string_find ( node_name_from_above , " bush " )
or string_find ( node_name_from_above , " tree " )
or string_find ( node_name_from_above , " grass " )
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then
return surface_pos , minetest_get_node ( surface_pos ) . name
end
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end
end
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local function get_treasures ( pr )
local loottable = { {
stacks_min = 3 ,
stacks_max = 8 ,
items = {
{ itemstring = " mcl_core:diamond " , weight = 3 , amount_min = 1 , amount_max = 3 } ,
{ itemstring = " mcl_core:iron_ingot " , weight = 10 , amount_min = 1 , amount_max = 5 } ,
{ itemstring = " mcl_core:gold_ingot " , weight = 5 , amount_min = 1 , amount_max = 3 } ,
{ itemstring = " mcl_farming:bread " , weight = 15 , amount_min = 1 , amount_max = 3 } ,
{ itemstring = " mcl_core:apple " , weight = 15 , amount_min = 1 , amount_max = 3 } ,
{ itemstring = " mcl_tools:pick_iron " , weight = 5 , } ,
{ itemstring = " mcl_tools:sword_iron " , weight = 5 , } ,
{ itemstring = " mcl_armor:chestplate_iron " , weight = 5 , } ,
{ itemstring = " mcl_armor:helmet_iron " , weight = 5 , } ,
{ itemstring = " mcl_armor:leggings_iron " , weight = 5 , } ,
{ itemstring = " mcl_armor:boots_iron " , weight = 5 , } ,
{ itemstring = " mcl_core:obsidian " , weight = 5 , amount_min = 3 , amount_max = 7 } ,
{ itemstring = " mcl_core:sapling " , weight = 5 , amount_min = 3 , amount_max = 7 } ,
{ itemstring = " mcl_mobitems:saddle " , weight = 3 , } ,
{ itemstring = " mobs_mc:iron_horse_armor " , weight = 1 , } ,
{ itemstring = " mobs_mc:gold_horse_armor " , weight = 1 , } ,
{ itemstring = " mobs_mc:diamond_horse_armor " , weight = 1 , } ,
}
} }
local items = mcl_loot.get_multi_loot ( loottable , pr )
return items
end
local function fill_chest ( pos , pr )
local meta = minetest.get_meta ( pos )
minetest.registered_nodes [ " mcl_chests:chest_small " ] . on_construct ( pos )
local inv = minetest.get_inventory ( { type = " node " , pos = pos } )
local items = get_treasures ( pr )
mcl_loot.fill_inventory ( inv , " main " , items , pr )
end
local possible_rotations = { " 0 " , " 90 " , " 180 " , " 270 " }
local function get_random_rotation ( pr )
return possible_rotations [ pr : next ( 1 , # possible_rotations ) ]
end
local function create_site_plan ( minp , maxp , pr )
local plan = { }
local building_all_info
local center = vector.add ( minp , mcl_mapgen.HALF_CS_NODES )
local center_surface , surface_material = find_surface ( center , minp , maxp )
if not center_surface then return end
local number_of_buildings = pr : next ( 10 , 25 )
local shuffle = { }
local count_buildings = { }
for i = 1 , # schematic_table do
shuffle [ i ] = i
count_buildings [ i ] = 0
end
for i = # shuffle , 2 , - 1 do
local j = pr : next ( 1 , i )
shuffle [ i ] , shuffle [ j ] = shuffle [ j ] , shuffle [ i ]
end
local number_built = 1
local shuffle_index = pr : next ( 1 , # schematic_table )
-- first building is townhall in the center
plan [ # plan + 1 ] = {
pos = center_surface ,
building = schematic_table [ shuffle_index ] ,
rotation = get_random_rotation ( pr ) ,
surface_mat = surface_material ,
}
count_buildings [ 1 ] = count_buildings [ 1 ] + 1
-- now some buildings around in a circle, radius = size of town center
local x , z , r = center_surface.x , center_surface.z , schematic_table [ 1 ] . hsize
-- draw j circles around center and increase radius by random(2, 5)
for k = 1 , 20 do
-- set position on imaginary circle
for j = 0 , 360 , 15 do
local angle = j * math_pi / 180
local pos_surface , surface_material = find_surface (
{
x = math_round ( x + r * math_cos ( angle ) ) ,
z = math_round ( z + r * math_sin ( angle ) )
} ,
minp ,
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maxp
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)
if pos_surface then
shuffle_index = ( shuffle_index % ( # schematic_table ) ) + 1
local schematic_index = shuffle [ shuffle_index ]
local schematic = schematic_table [ schematic_index ]
if count_buildings [ schematic_index ] < schematic.max_num * number_of_buildings then
local hsize2 = schematic.hsize ^ 2
local is_distance_ok = true
for _ , built_house in pairs ( plan ) do
local pos = built_house.pos
local building = built_house.building
local distance2 = ( pos_surface.x - pos.x ) ^ 2 + ( pos_surface.z - pos.z ) ^ 2
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if distance2 < building.hsize ^ 2 or distance2 < hsize2 then
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is_distance_ok = false
break
end
end
if is_distance_ok then
plan [ # plan + 1 ] = {
pos = pos_surface ,
building = schematic ,
rotation = get_random_rotation ( pr ) ,
surface_mat = surface_material ,
}
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count_buildings [ schematic_index ] = count_buildings [ schematic_index ] + 1
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number_built = number_built + 1
break
end
end
end
if number_built >= number_of_buildings then
break
end
end
if number_built >= number_of_buildings then
break
end
r = r + pr : next ( 2 , 5 )
end
return plan
end
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local function ground ( pos1 , pos2 , minp , maxp , pr , mat )
local pos1 , pos2 = pos1 , pos2
local x1 , x2 , z1 , z2 , y = pos1.x , pos2.x , pos1.z , pos2.z , pos1.y - 1
local pos_list_dirt = { }
local pos_list_stone = { }
for x0 = x1 , x2 do
for z0 = z1 , z2 do
local finish = false
local y1 = y - pr : next ( 2 , 4 )
for y0 = y , y1 , - 1 do
local p0 = { x = x0 , y = y0 , z = z0 }
local node = minetest_get_node ( p0 )
local node_name = node.name
if node_name ~= " air " and not string_find ( node_name , " water " ) and not string_find ( node_name , " flower " ) then
finish = true
break
end
pos_list_dirt [ # pos_list_dirt + 1 ] = p0
end
if not finish then
for y0 = y1 - 1 , math_max ( minp.y , y - pr : next ( 17 , 27 ) ) , - 1 do
local p0 = { x = x0 , y = y0 , z = z0 }
local node = minetest_get_node ( p0 )
local node_name = node.name
if node_name ~= " air " and not string_find ( node_name , " water " ) and not string_find ( node_name , " flower " ) then
break
end
pos_list_stone [ # pos_list_stone + 1 ] = p0
end
end
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end
end
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minetest_bulk_set_node ( pos_list_dirt , { name = surface_mat [ mat ] . top } )
minetest_bulk_set_node ( pos_list_stone , { name = surface_mat [ mat ] . bottom } )
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end
local function terraform ( plan , minp , maxp , pr )
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local fheight , fwidth , fdepth , schematic_data , pos , rotation , swap_wd , build_material
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for _ , built_house in pairs ( plan ) do
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schematic_data = built_house.building
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pos = built_house.pos
rotation = built_house.rotation
build_material = built_house.surface_mat
swap_wd = rotation == " 90 " or rotation == " 270 "
fwidth = swap_wd and schematic_data.hdepth or schematic_data.hwidth
fdepth = swap_wd and schematic_data.hwidth or schematic_data.hdepth
fheight = schematic_data.hheight
local pos2 = {
x = pos.x + fwidth - 1 ,
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y = math_min ( pos.y + fheight + 4 , maxp.y ) ,
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z = pos.z + fdepth - 1
}
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ground ( pos , { x = pos2.x , y = pos.y + 1 , z = pos2.z } , minp , maxp , pr , build_material )
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local node_list = { }
for xi = pos.x , pos2.x do
for zi = pos.z , pos2.z do
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for yi = pos.y + 1 , pos2.y do
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node_list [ # node_list + 1 ] = { x = xi , y = yi , z = zi }
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end
end
end
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minetest_bulk_set_node ( node_list , { name = " air " } )
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end
end
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local function paths ( plan , minp , maxp )
local starting_point = find_surface ( { x = plan [ 1 ] . pos.x + 2 , z = plan [ 1 ] . pos.z + 2 } , minp , maxp )
if not starting_point then return end
starting_point.y = starting_point.y + 1
for i = 2 , # plan do
local p = plan [ i ]
local end_point = p.pos
end_point.y = end_point.y + 1
local path = minetest.find_path ( starting_point , end_point , mcl_mapgen.CS_NODES , 2 , 2 , " A*_noprefetch " )
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if path then
for _ , pos in pairs ( path ) do
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pos.y = pos.y - 1
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local surface_mat = minetest.get_node ( pos ) . name
if surface_mat == " mcl_core:sand " or surface_mat == " mcl_core:redsand " then
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minetest.swap_node ( pos , { name = " mcl_core:sandstonesmooth2 " } )
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else
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minetest.swap_node ( pos , { name = " mcl_core:grass_path " } )
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end
end
end
end
end
local function init_nodes ( p1 , rotation , pr , size )
local p2 = vector.subtract ( vector.add ( p1 , size ) , 1 )
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local nodes = minetest.find_nodes_in_area ( p1 , p2 , { " mcl_itemframes:item_frame " , " mcl_furnaces:furnace " , " mcl_anvils:anvil " , " mcl_chests:chest " , " mcl_villages:stonebrickcarved " } )
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for _ , pos in pairs ( nodes ) do
local name = minetest_get_node ( pos ) . name
local def = minetest_registered_nodes [ minetest_get_node ( pos ) . name ]
def.on_construct ( pos )
if name == " mcl_chests:chest " then
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minetest_swap_node ( pos , { name = " mcl_chests:chest_small " } )
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fill_chest ( pos , pr )
end
end
end
local function place_schematics ( plan , pr )
for _ , built_house in pairs ( plan ) do
local pos = built_house.pos
local rotation = built_house.rotation
local platform_material = built_house.surface_mat
local replace_wall = built_house.building . rplc
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local schem_lua = built_house.building . preloaded_schematic
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if replace_wall then
--Note, block substitution isn't matching node names exactly; so nodes that are to be substituted that have the same prefixes cause bugs.
-- Example: Attempting to swap out 'mcl_core:stonebrick'; which has multiple, additional sub-variants: (carved, cracked, mossy). Will currently cause issues, so leaving disabled.
if platform_material == " mcl_core:snow " or platform_material == " mcl_core:dirt_with_grass_snow " or platform_material == " mcl_core:podzol " then
schem_lua = schem_lua : gsub ( " mcl_core:tree " , " mcl_core:sprucetree " )
schem_lua = schem_lua : gsub ( " mcl_core:wood " , " mcl_core:sprucewood " )
elseif platform_material == " mcl_core:sand " or platform_material == " mcl_core:redsand " then
schem_lua = schem_lua : gsub ( " mcl_core:tree " , " mcl_core:sandstonecarved " )
schem_lua = schem_lua : gsub ( " mcl_core:cobble " , " mcl_core:sandstone " )
schem_lua = schem_lua : gsub ( " mcl_core:wood " , " mcl_core:sandstonesmooth " )
schem_lua = schem_lua : gsub ( " mcl_core:brick_block " , " mcl_core:redsandstone " )
end
end
schem_lua = schem_lua : gsub ( " mcl_core:dirt_with_grass " , platform_material )
schem_lua = schem_lua : gsub ( " mcl_stairs:stair_wood_outer " , " mcl_stairs:slab_wood " )
schem_lua = schem_lua : gsub ( " mcl_stairs:stair_stone_rough_outer " , " air " )
local schematic = loadstring ( schem_lua ) ( )
-- build foundation for the building an make room above
-- place schematic
mcl_structures.place_schematic ( {
pos = pos ,
schematic = schematic ,
rotation = rotation ,
on_placed = init_nodes ,
pr = pr ,
} )
end
end
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--
-- register block for npc spawn
--
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local function spawn_villager ( pos )
minetest.add_entity ( { x = pos.x , y = pos.y + 1 , z = pos.z } , " mobs_mc:villager " )
end
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minetest.register_node ( " mcl_villages:stonebrickcarved " , {
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description = S ( " Chiseled Stone Village Bricks " ) ,
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_doc_items_longdesc = doc.sub . items.temp . build ,
tiles = { " mcl_core_stonebrick_carved.png " } ,
stack_max = 64 ,
drop = " mcl_core:stonebrickcarved " ,
groups = { pickaxey = 1 , stone = 1 , stonebrick = 1 , building_block = 1 , material_stone = 1 } ,
sounds = mcl_sounds.node_sound_stone_defaults ( ) ,
is_ground_content = false ,
_mcl_blast_resistance = 6 ,
_mcl_hardness = 1.5 ,
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on_construct = spawn_villager ,
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} )
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minetest.register_abm ( {
label = " Spawn villagers " ,
nodenames = { " mcl_villages:stonebrickcarved " } ,
interval = 60 ,
chance = 3 ,
action = function ( pos , node )
-- check the space above
local p = table.copy ( pos )
p.y = p.y + 1
if minetest_get_node ( p ) . name ~= " air " then return end
p.y = p.y + 1
if minetest_get_node ( p ) . name ~= " air " then return end
p.y = p.y - 1
local villagers_counter = 0
for _ , obj in pairs ( minetest.get_objects_inside_radius ( p , 40 ) ) do
local lua_entity = obj : get_luaentity ( )
if luaentity and luaentity.name == " mobs_mc:villager " then
villagers_counter = villagers_counter + 1
if villagers_counter > 7 then return end
end
end
spawn_villager ( pos )
end
} )
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--
-- on map generation, try to build a settlement
--
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local function build_a_village ( minp , maxp , pr , placer )
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minetest.log ( " action " , " [mcl_villages] Building village at mapchunk " .. minetest.pos_to_string ( minp ) .. " ... " .. minetest.pos_to_string ( maxp ) )
local pr = pr or PseudoRandom ( mcl_mapgen.get_block_seed3 ( minp ) )
local plan = create_site_plan ( minp , maxp , pr )
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if not plan then
if placer then
if placer : is_player ( ) then
minetest.chat_send_player ( placer : get_player_name ( ) , S ( " Map chunk @1 to @2 is not suitable for placing villages. " , minetest.pos_to_string ( minp ) , minetest.pos_to_string ( maxp ) ) )
end
end
return
end
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paths ( plan , minp , maxp )
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terraform ( plan , minp , maxp , pr )
place_schematics ( plan , pr )
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villages [ # villages + 1 ] = minp
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storage : set_string ( " villages " , minetest.serialize ( villages ) )
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end
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-- Disable natural generation in singlenode.
if mg_name ~= " singlenode " then
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local mg_name = minetest.get_mapgen_setting ( " mg_name " )
local scan_last_node = mcl_mapgen.LAST_BLOCK * mcl_mapgen.BS - 1
local scan_offset = mcl_mapgen.BS
mcl_mapgen.register_mapgen ( function ( minp , maxp , chunkseed )
if minp.y < minp_min then return end
local pr = PseudoRandom ( chunkseed * random_multiply + random_offset )
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local random_number = pr : next ( 1 , chance_per_chunk )
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perlin_noise = perlin_noise or minetest_get_perlin ( noise_params )
local noise = perlin_noise : get_3d ( minp ) * noise_multiplier
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if ( random_number + noise ) < struct_threshold then return end
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local min , max = 9999999 , - 9999999
for i = 1 , pr : next ( 5 , 10 ) do
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local surface_point = find_surface (
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vector.add (
vector.new (
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pr : next ( scan_offset , scan_last_node ) ,
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0 ,
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pr : next ( scan_offset , scan_last_node )
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) ,
minp
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) ,
minp ,
maxp
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)
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if not surface_point then return end
local y = surface_point.y
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min = math_min ( y , min )
max = math_max ( y , max )
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end
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local height_difference = max - min
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if height_difference > max_height_difference then return end
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build_a_village ( minp , maxp , chunkkseed )
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end , mcl_mapgen.order . VILLAGES )
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end
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for k , v in pairs ( schematic_table ) do
local schem_lua = minetest.serialize_schematic (
v.mts ,
" lua " ,
{
lua_use_comments = false ,
lua_num_indent_spaces = 0 ,
}
) : gsub ( " mcl_core:stonebrickcarved " , " mcl_villages:stonebrickcarved " ) .. " return schematic "
v.preloaded_schematic = schem_lua
local loaded_schematic = loadstring ( schem_lua ) ( )
local size = loaded_schematic.size
v.hwidth = size.x
v.hheight = size.y
v.hdepth = size.z
v.hsize = math.ceil ( math.sqrt ( ( size.x / 2 ) ^ 2 + ( size.y / 2 ) ^ 2 ) * 2 + 1 )
mcl_structures.register_structure ( {
name = v.name ,
place_function = function ( pos , rotation , pr , placer )
local minp = mcl_mapgen.get_chunk_beginning ( pos )
local maxp = mcl_mapgen.get_chunk_ending ( pos )
local surface_pos , surface_material = find_surface ( pos , minp , maxp )
local plan = {
[ 1 ] = {
pos = pos ,
building = schematic_table [ k ] ,
rotation = rotation ,
surface_mat = surface_material or " mcl_core:snow " ,
}
}
if surface_material then
terraform ( plan , minp , maxp , pr )
end
place_schematics ( plan , pr )
end
} )
end
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mcl_structures.register_structure ( {
name = " village " ,
place_function = function ( pos , rotation , pr , placer )
local minp = mcl_mapgen.get_chunk_beginning ( pos )
local maxp = mcl_mapgen.get_chunk_ending ( pos )
build_a_village ( minp , maxp , pr , placer )
end
} )
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function mcl_villages . get_villages ( )
return villages
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end